import UIKit
var greeting = "Hello, playground"
// 枚举 今日的目标 1枚举 .2类和结构体 , 3属性 , 4方法 , 5下标 ,6继承 7构造过程
//枚举成员的遍历
//在一些情况下,你会需要得到一个包含枚举所有成员的集合。可以通过如下代码实现:
//令枚举遵循 CaseIterable 协议。Swift 会生成一个 allCases 属性,用于表示一个包含枚举所有成员的集合。下面是一个例子:
enum Beverage: CaseIterable {
case cofffe, tea, juice
}
let numbersOfChoice = Beverage.allCases.count
print("1")
for beverage in Beverage.allCases {
print(beverage)
}
enum Barcode {
case upc(Int, Int, Int, Int)
case qrCode(String)
}
var productBarcode = Barcode.upc(8, 85909, 51226, 3)
//productBarcode = Barcode.qrCode("ADDFFffgg")
switch productBarcode {
case .upc(let numberSystem, let manufacturer, let product, let check):
print("UPC: \(numberSystem), \(manufacturer), \(product), \(check).")
case .qrCode(let productCode):
print("QR code: \(productCode)")
}
switch productBarcode {
case let .upc(numberSystem, manufacturer, product, check):
print("UPC: \(numberSystem), \(manufacturer), \(product), \(check).")
case let .qrCode(productCode):
print("QR code: \(productCode)")
}
// 原始值
enum ASCIIControlCharacter: Character {
case tab = "\t"
case lineFeed = "\n"
case carriageReturn = "\r"
}
//原始值可以是字符串、字符,或者任意整型值或浮点型值。每个原始值在枚举声明中必须是唯一的。
// 原始值的隐式赋值
enum Planet: Int {
case mercury = 1, venus, earth, mars, jupiter, saturn, uranus, neptune
}
enum CompassPoint: String {
case north, south , east, west
}
let earthOrder = Planet.earth.rawValue
let sunsetDirection = CompassPoint.west.rawValue
//这个例子利用原始值 7 创建了枚举成员 Uranus:
let possiblePanet = Planet(rawValue: 7)
// possiblePlanet 类型为 Planet? 值为 Planet.uranus
let positionToFind = 11
//这个例子使用了可选绑定(optional binding),试图通过原始值 11 来访问一个行星。if let somePlanet = Planet(rawValue: 11) 语句创建了一个可选 Planet,如果可选 Planet 的值存在,就会赋值给 somePlanet。在这个例子中,无法检索到位置为 11 的行星,所以 else 分支被执行。
if let someplanet = Planet(rawValue: positionToFind) {
switch someplanet {
case .earth:
print("Mostly harmless")
default:
print("Not a safe place for humans")
}
} else {
print("Ther is not a panet at positon \(positionToFind)")
}
// 递归枚举
//递归枚举是一种枚举类型,它有一个或多个枚举成员使用该枚举类型的实例作为关联值。使用递归枚举时,编译器会插入一个间接层。你可以在枚举成员前加上 indirect 来表示该成员可递归。
enum ArithmeticExpression {
case number(Int)
indirect case addition(ArithmeticExpression,ArithmeticExpression)
indirect case multiplication(ArithmeticExpression,ArithmeticExpression)
}
let five = ArithmeticExpression.number(5)
let four = ArithmeticExpression.number(4)
let sum = ArithmeticExpression.addition(five, four)
let product = ArithmeticExpression.multiplication(sum, ArithmeticExpression.number(2))
func evaluate(_ expression: ArithmeticExpression) -> Int {
switch expression {
case let .number(value):
return value
case let .addition(left, right):
return evaluate(left) + evaluate(right)
case let .multiplication(left, right):
return evaluate(left) * evaluate(right)
}
}
print(evaluate(product))
// 类和结构体
struct Resolution {
var wight = 0
var height = 0
}
class VideoMode {
var resolution = Resolution()
var interlaced = false
var frameRate = 0.0
var name: String?
}
let someResolution = Resolution()
let someVideoMode = VideoMode()
print("wi is \(someResolution.wight)")
someVideoMode.resolution.wight = 1280
print("wi is \(someVideoMode.resolution.wight)")
let vga = Resolution(wight: 640, height: 480)
let hd = Resolution(wight: 1920, height: 1080)
var cinama = hd
cinama.wight = 2048
print("cinema is now \(cinama.wight) pixels wide")
print("cinema is now \(hd.wight) pixels wide")
enum CompassPoint2 {
case north, south, east, west
mutating func turnNorth() {
self = .north
}
}
var currentDirection = CompassPoint2.west
let rememberedDirection = currentDirection
//当 rememberedDirection 被赋予了 currentDirection 的值,实际上它被赋予的是值的一个拷贝。赋值过程结束后再修改 currentDirection 的值并不影响 rememberedDirection 所储存的原始值的拷贝
currentDirection.turnNorth()
print("The current direction is \(currentDirection)")
print("The remembered direction is \(rememberedDirection)")
//类是引用类型
let tenEighty = VideoMode()
tenEighty.resolution = hd
tenEighty.interlaced = true
tenEighty.name = "1080!"
tenEighty.frameRate = 25.0
let alsoTenEighty = tenEighty
alsoTenEighty.frameRate = 30.0
print("The frameRate property of tenEighty is now \(tenEighty.frameRate)")
//恒等运算符
if tenEighty === alsoTenEighty {
print("tenEighty and alsoTenEighty refer to the same VideoMode instance.")
}
//请注意,“相同”(用三个等号表示,===)与“等于”(用两个等号表示,==)的不同。“相同”表示两个类类型(class type)的常量或者变量引用同一个类实例。“等于”表示两个实例的值“相等”或“等价”,判定时要遵照设计者定义的评判标准。
//属性
//属性将值与特定的类、结构体或枚举关联。存储属性会将常量和变量存储为实例的一部分,而计算属性则是直接计算(而不是存储)值。计算属性可以用于类、结构体和枚举,而存储属性只能用于类和结构体。
//存储属性
struct FixedLengthRange {
var firstValue: Int
let length: Int
}
var rangeOfThreeItems = FixedLengthRange(firstValue: 0, length: 3)
rangeOfThreeItems.firstValue = 6
let rangeOfFourItems = FixedLengthRange(firstValue: 0, length: 4)
//如果创建了一个结构体实例并将其赋值给一个常量,则无法修改该实例的任何属性,即使被声明为可变属性也不行:
//rangeOfFourItems.firstValue = 6 //报错的 ❌
//这种行为是由于结构体属于值类型。当值类型的实例被声明为常量的时候,它的所有属性也就成了常量。
//属于引用类型的类则不一样。把一个引用类型的实例赋给一个常量后,依然可以修改该实例的可变属性。
class DataImporter {
var fileName = "data.text"
}
class DataManager {
lazy var importer = DataImporter()
var data: [String] = []
}
let manager = DataManager()
manager.data.append("some data")
manager.data.append("Some more data")
print(manager.importer.fileName)
//计算属性
struct Point {
var x = 0.0, y = 0.0
}
struct Size {
var width = 0.0, height = 0.0
}
struct Rect {
var origin = Point()
var size = Size()
var center: Point {
get {
let centerX = origin.x + (size.width / 2)
let centerY = origin.y + (size.height / 2)
return Point(x: centerX, y: centerY)
}
set(newCenter) {
origin.x = newCenter.x - (size.width / 2)
origin.y = newCenter.y - (size.height / 2)
}
}
}
var square = Rect(origin: Point(x: 0, y: 0), size: Size(width: 10, height: 10))
let initialSquareCenter = square.center
square.center = Point(x: 15, y: 15)
print("square.origin is now at (\(square.origin.x), \(square.origin.y))")
// 只读计算属性
//只有 getter 没有 setter 的计算属性叫只读计算属性。只读计算属性总是返回一个值,可以通过点运算符访问,但不能设置新的值。
struct Cubiod {
var width = 0.0 , height = 0.0, depth = 0.0
var volume: Double {
return width * height * depth
}
}
let fourByFiveByTwo = Cubiod(width: 4.0, height: 5.0, depth: 2.0)
print("the volume of fourByFiveByTwo is \(fourByFiveByTwo.volume)")
///属性观察器
class StepCounter {
var totalSteps: Int = 0 {
willSet(newTotalSteps) {
print("将 totalSteps 的值设置为 \(newTotalSteps)")
}
didSet {
if totalSteps > oldValue {
print("增加了 \(totalSteps - oldValue) 步")//didSet 没有为旧值提供自定义名称,所以默认值 oldValue 表示旧值的参数名。
}
}
}
}
let stepCounter = StepCounter()
stepCounter.totalSteps = 200
stepCounter.totalSteps = 360
stepCounter.totalSteps = 896
@propertyWrapper
struct TwelveOrLess {
private var number = 0
var wrappedValue: Int {
get {return number}
set {number = min(newValue,12)}
}
}
struct SmallRectangle {
@TwelveOrLess var height:Int
@TwelveOrLess var width:Int
}
var rectangle = SmallRectangle2()
print(rectangle.height)
rectangle.height = 24
print(rectangle.height)
struct SmallRectangle2 {
private var _height = TwelveOrLess()
private var _width = TwelveOrLess()
var height: Int {
get {return _height.wrappedValue}
set {_height.wrappedValue = newValue}
}
var width: Int {
get { return _width.wrappedValue }
set { _width.wrappedValue = newValue }
}
}
@propertyWrapper
struct SmallNumber2 {
private var maxium: Int
private var number: Int
var wrappedValue: Int {
get { return number }
set { number = min(newValue, maxium)}
}
init(){
maxium = 12
number = 0
}
init(wrappedValue: Int) {
maxium = 12
number = min(wrappedValue, maxium)
}
init(wrappedValue: Int, maximum: Int) {
self.maxium = maximum
number = min(wrappedValue, maximum)
}
}
struct ZeroRectangle {
@SmallNumber2 var height: Int
@SmallNumber2 var width: Int
}
var zeroRectangle = ZeroRectangle()
print(zeroRectangle.height, zeroRectangle.width)
struct UnitRectangle {
@SmallNumber2 var height: Int = 1
@SmallNumber2 var width: Int = 1
}
var unitRectangle = UnitRectangle()
print(unitRectangle.height, unitRectangle.width)
struct NarrowRectangle {
@SmallNumber2(wrappedValue: 2, maximum: 5) var height: Int
@SmallNumber2(wrappedValue: 3, maximum: 4) var width: Int
}
var narrowRectangle = NarrowRectangle()
print(narrowRectangle.height, narrowRectangle.width)
narrowRectangle.height = 100
narrowRectangle.width = 100
print(narrowRectangle.height, narrowRectangle.width)
struct MixedRectangle {
@SmallNumber2 var height: Int = 1
@SmallNumber2( maximum: 9) var width: Int = 2
}
var mixedRectangle = MixedRectangle()
print(mixedRectangle.height)
// 打印 "1"
mixedRectangle.height = 20
print(mixedRectangle.height)
// 打印 "12"
//全局变量和局部变量
//func someFunction() {
// @SmallNumber2 var myNumber: Int = 0
//
// myNumber = 10
//
//}
struct SomeStructure {
static var storedTypeProperty = "Some value"
static var computedTypeProperty: Int {
return 1
}
}
enum SomeEnumeration {
static var storedTypeProperty = "Some value"
static var computedTypeProperty: Int {
return 6
}
}
class SomeClass {
static var storedTypeProperty = "Some value."
static var computedTypeProperty: Int {
return 27
}
class var overrideableComputedTypeProperty: Int {
return 107
}
}
print(SomeStructure.storedTypeProperty)
SomeStructure.storedTypeProperty = "Another value."
print(SomeStructure.storedTypeProperty)
print(SomeEnumeration.computedTypeProperty)
print(SomeClass.computedTypeProperty)
struct AudioChannel {
static let thresholdLevel = 10
static var maxInputLevelForAllChannels = 0
var currentLevel: Int = 0 {
didSet{
if currentLevel > AudioChannel.thresholdLevel {
currentLevel = AudioChannel.thresholdLevel
}
if currentLevel > AudioChannel.maxInputLevelForAllChannels {
AudioChannel.maxInputLevelForAllChannels = currentLevel
}
}
}
}
var leftChannel = AudioChannel()
var rightChannel = AudioChannel()
leftChannel.currentLevel = 7
print(leftChannel.currentLevel)
print(AudioChannel.maxInputLevelForAllChannels)
rightChannel.currentLevel = 11
print(rightChannel.currentLevel)
// 方法
class Counter {
var count = 0
func increment() {
count += 1
}
func increment(by amount:Int) {
count += amount
}
func reset() {
count = 0
}
}
let counter = Counter()
counter.increment()
counter.increment(by: 5)
counter.reset()
//func increment() {
// self.count += 1
//}
struct Point2 {
var x = 0.0, y = 0.0
func isToTheRightOf(x: Double) -> Bool {
return self.x > x
}
}
let somePoint = Point2(x: 4.0 , y : 5.0)
if somePoint.isToTheRightOf(x: 1.0) {
print("This point is to the right of the line where x == 1.0")
}
struct Point3 {
var x = 0.0, y = 0.0
mutating func moveBy(x deltaX: Double ,y deltaY: Double) {
x += deltaX
y += deltaY
}
}
var somePoint2 = Point3(x: 1.0 , y: 1.0)
somePoint2.moveBy(x: 2.0, y: 3.0)
print("The point is now at (\(somePoint2.x), \(somePoint2.y))")
let fixedPoint = Point3(x: 3.0, y: 3.0)
//fixedPoint.moveBy(x: 2.0, y: 3.0)//注意,不能在结构体类型的常量(a constant of structure type)上调用可变方法,因为其属性不能被改变,即使属性是变量属性,详情参见 常量结构体的存储属性:
struct Point4 {
var x = 0.0 , y = 0.0
mutating func moveBy(x deltaX: Double, y deltaY: Double) {
self = Point4(x: x + deltaX, y: y + deltaY)
}
}
enum TriStateSwitch {
case off, low, high
mutating func next() {
switch self {
case .off:
self = .low
case .low:
self = .high
case .high:
self = .off
}
}
}
var ovenLight = TriStateSwitch.low
ovenLight.next()
ovenLight.next()
class SomeClass2 {
class func someTypeMethod() {
// 在这里实现类型方法
}
}
SomeClass2.someTypeMethod()
//类型方法和实例方法一样用点语法调用。但是,你是在类型上调用这个方法,而不是在实例上调用。下面是如何在 SomeClass 类上调用类型方法的例子:
struct LevelTracker {
static var highestUnlockedLevel = 1
var currentLevel = 1
static func unlock(_ level: Int) {
if level > highestUnlockedLevel {highestUnlockedLevel = level}
}
static func isUnlocked(_ level: Int) -> Bool {
return level <= highestUnlockedLevel
}
@discardableResult
mutating func advance(to level: Int) -> Bool {
if LevelTracker.isUnlocked(level) {
currentLevel = level
return true
} else {
return false
}
}
}
class Player {
var tracker = LevelTracker()
let playerName: String
func complete(level: Int) {
LevelTracker.unlock(level + 1)
tracker.advance(to: level + 1)
}
init(name: String) {
playerName = name
}
}
var player = Player(name: "Argyrios")
player.complete(level: 1)
print("highest unlocked level is now \(LevelTracker.highestUnlockedLevel)")
// 打印“highest unlocked level is now 2”
// 下标
//subscript(index: Int) -> Int {
// get {
//
// }
//
// set(newValue) {
//
// }
//}
struct TimesTable {
let multiplier: Int
subscript(index: Int) -> Int {
return multiplier * index
}
}
let threeTimesTable = TimesTable(multiplier: 3)
print("six times three is \(threeTimesTable[6])")
struct Matric {
let rows: Int, columns: Int
var grid: [Double]
init(rows: Int, columns: Int) {
self.rows = rows
self.columns = columns
grid = Array(repeating: 0.0, count: rows * columns)
}
func indexIsValid(row: Int, column: Int) -> Bool {
return row >= 0 && row < rows && column >= 0 && column < columns
}
subscript(row: Int, column:Int) -> Double {
get {
assert(indexIsValid(row: row, column: column), "Index out of range")
return grid[(row * columns) + column]
}
set {
assert(indexIsValid(row: row, column: column), "Index out of range")
grid[(row * columns) + column] = newValue
}
}
}
var matrix = Matric(rows: 2, columns: 2)
matrix[0, 1] = 1.5
matrix[1, 0] = 3.2
print("matrix = \(matrix)")
enum Planet2: Int {
case mercury = 1, venus, earth, mars, jupiter, saturn, uranus, neptune
static subscript(n: Int) -> Planet2 {
return Planet2(rawValue: n)!
}
}
let mars = Planet2[4]
print(mars)
// 继承
//一个类可以继承另一个类的方法,属性和其它特性。当一个类继承其它类时,继承类叫子类,被继承类叫超类(或父类)。在 Swift 中,继承是区分「类」与其它类型的一个基本特征。
class Vehicle {
var currentSpeed = 0.0
var description: String {
return "traveling at \(currentSpeed) miles per hour"
}
func makeNoise() {
// 什么也不做——因为车辆不一定会有噪音
}
}
let someVehicle = Vehicle()
print("Vehicle: \(someVehicle.description)")
//class SomeClass: SomeSuperclass {
//
//}
class Bicycle: Vehicle {
var hasBasket = false
}
let bicycle = Bicycle()
bicycle.hasBasket = true
bicycle.currentSpeed = 15.0
print("Bicycle: \(bicycle.description)")
//新的 Bicycle 类自动继承 Vehicle 类的所有特性,比如 currentSpeed 和 description 属性,还有 makeNoise() 方法。
class Tandem: Bicycle {
var currentNumberOfPassengers = 0
}
//如果你创建了一个 Tandem 的实例,你可以使用它所有的新属性和继承的属性,还能查询从 Vehicle 继承来的只读属性 description:
let tandem = Tandem()
tandem.hasBasket = true
tandem.currentNumberOfPassengers = 2
tandem.currentSpeed = 22.0
print("Tandem: \(tandem.description)")
// 打印:“Tandem: traveling at 22.0 miles per hour”
class Train: Vehicle {
override func makeNoise() { // 关键字会提醒 Swift 编译器去检查该
print("Choo Choo")
}
}
// 构造过程
struct Fahrenheit {
var temperature: Double
init() {
temperature = 20.0
}
}
var f = Fahrenheit()
print("The default temperature is \(f.temperature)° Fahrenheit")
//你可以通过在属性声明时为 temperature 提供默认值来使用更简单的方式定义结构体 Fahrenheit :
//struct Fahrenheit {
// var temperature = 32.0
//}
struct Celsius {
var temperatureInCelsius: Double
init (fromFahrenheit fahrenheit: Double) {
temperatureInCelsius = (fahrenheit - 32.0) / 1.8
}
init(fromKelvin kelvin: Double) {
temperatureInCelsius = kelvin - 273.15
}
}
let boilingPointOfWater = Celsius(fromFahrenheit: 212.0)
let freezingPointOfWater = Celsius(fromKelvin: 273.15)
struct Color {
let red, green , blue: Double
init(red: Double, green: Double , blue: Double) {
self.red = red
self.green = green
self.blue = blue
}
init(white: Double) {
red = white
green = white
blue = white
}
}
let magenta = Color(red: 1.0, green: 0.0, blue: 1.0)
let halfGray = Color(white: 0.5)
//let veryGreen = Color(0.0, 1.0, 0.0)
struct Celsius2 {
var temperatureInCelsius: Double
init(fromFahrenheit fahrenheit: Double) {
temperatureInCelsius = (fahrenheit - 32.0) / 1.8
}
init(fromKelvin kelvin: Double) {
temperatureInCelsius = kelvin - 273.15
}
init(_ celsius: Double){
temperatureInCelsius = celsius
}
}
let bodyTemperature = Celsius2(37.0)
class SurveyQuestion {
var text: String
var response: String?
init(text: String) {
self.text = text
}
func ask() {
print(text)
}
}
let cheeseQuestion = SurveyQuestion(text: "Do you like cheese?")
cheeseQuestion.ask()
cheeseQuestion.response = "Yes, I do like cheese."
//构造过程中常量属性的赋值
class ShoppingListItem1 {
var name: String?
var quatity = 1
var purchased = false
}
var item = ShoppingListItem1()
struct Size2 {
var width = 0.0 , height = 0.0
}
let twoByTwo = Size(width: 2, height: 2)
let twoByTwo2 = Size(width: 3)
let zeroByZero = Size()
print(zeroByZero.width, zeroByZero.height)
struct Size22 {
var width = 0.0, height = 0.0
}
struct Point22 {
var x = 0.0, y = 0.0
}
class VehicleNew {
var numberOfWheels = 0
var description: String {
return "\(numberOfWheels) wheel(s)"
}
}
let vehicle = VehicleNew()
print("Vehicle: \(vehicle.description)")
// Vehicle: 0 wheel(s)
class Bicycle22: VehicleNew {
override init() {
super.init()
numberOfWheels = 2
}
}
let bicycle22 = Bicycle22()
print("Bicycle: \(bicycle22.description)")
// 打印“Bicycle: 2 wheel(s)”
class Hoverboard: VehicleNew {
var color: String
init(color: String) {
self.color = color
// super.init() 在这里被隐式调用
}
override var description: String {
return "\(super.description) in a beautiful \(color)"
}
}
let hoverboard = Hoverboard(color: "silver")
print("Hoverboard: \(hoverboard.description)")
// Hoverboard: 0 wheel(s) in a beautiful silver
class Food {
var name: String
init(name: String) {
self.name = name
}
convenience init() {
self.init(name: "[Unnamed]")
}
}
let nameMeat = Food(name: "Bacon")
let mysteryMeat = Food()
class RecipeIngredient: Food {
var quantity: Int
init(name: String, quantity: Int) {
self.quantity = quantity
super.init(name: name)
}
override convenience init(name: String) {
self.init(name: name , quantity: 1)
}
}
let oneMysteryItem = RecipeIngredient()
let oneBacon = RecipeIngredient(name: "Bacon")
let sixEggs = RecipeIngredient(name: "Eggs", quantity: 6)
class ShoppingListItem: RecipeIngredient {
var purchased = false
var description: String {
var output = "\(quantity) X \(name)"
output += purchased ? " ✔" : " ✘"
return output
}
}
var breakfastList = [
ShoppingListItem(),
ShoppingListItem(name: "Bacon"),
ShoppingListItem(name: "Eggs", quantity: 6)
]
breakfastList[0].name = "Orange juice"
breakfastList[0].purchased = true
for item in breakfastList {
print(item.description)
}
//可失败构造器
let wholeNumber: Double = 12345.0
let pi = 3.14159
if let valueMaintained = Int(exactly: wholeNumber) {
print("\(wholeNumber) conversion to Int maintains value of \(valueMaintained)")
}
let valueChanged = Int(exactly: pi)
if valueChanged == nil {
print("\(pi) conversion to Int does not maintain value")
}
struct Animal {
let species: String
init?(species: String) { // 可失败的构造器
if species.isEmpty {
return nil
}
self.species = species
}
}
let someCreature = Animal(species: "Giraffe")
if let giraffe = someCreature {
print("An animal was initialized with a species of \(giraffe.species)")
}
let anonymousCreature = Animal(species: "")
if anonymousCreature == nil {
print("The anonymous creature could not be initialized")
}
//检查空字符串的值(如 "",而不是 "Giraffe" )和检查值为 nil 的可选类型的字符串是两个完全不同的概念。上例中的空字符串("")其实是一个有效的,非可选类型的字符串。这里我们之所以让 Animal 的可失败构造器构造失败,只是因为对于 Animal 这个类的 species 属性来说,它更适合有一个具体的值,而不是空字符串。
enum TemperatureUnit {
case Kelvin, Celsius, Fahrenheit
init?(symbol: Character) {
switch symbol{
case "K":
self = .Kelvin
case "C":
self = .Celsius
case "F":
self = .Fahrenheit
default:
return nil
}
}
}
//你可以利用该可失败构造器在三个枚举成员中选择合适的枚举成员,当形参不能和任何枚举成员相匹配时,则构造失败:
let fahrenheitUnit = TemperatureUnit(symbol: "F")
if fahrenheitUnit != nil {
print("This is a defined temperature unit, so initialization succeeded.")
}
let unknowUnit = TemperatureUnit(symbol: "X")
if unknowUnit == nil {
print("This is not a defined temperature unit, so initialization failed.")
}
class Product2 {
let name: String
init?(name: String) {
if name.isEmpty { return nil }
self.name = name
}
}
class CarItem: Product2 {
let quantity: Int
init?(name: String, quantity: Int) {
if quantity < 1 { return nil }
self.quantity = quantity
super.init(name: name)
}
}
if let twoSocks = CarItem(name: "sock", quantity: 2) {
print("Item: \(twoSocks.name), quantity: \(twoSocks.quantity)")
}
//同样地,如果你尝试传入一个值为空字符串的 name 来创建一个 CartItem 实例,那么将导致父类 Product 的构造过程失败:
if let zeroShirts = CarItem(name: "shirt", quantity: 0) {
print("Item: \(zeroShirts.name), quantity: \(zeroShirts.quantity)")
} else {
print("Unable to initialize zero shirts")
}
//重写一个可失败构造器
class Document {
var name: String?
init() { }
init?(name: String) {
if name.isEmpty { return nil }
self.name = name
}
}
class AutomaticallyNamedDocument: Document {
override init() {
super.init()
self.name = "[Untitled]"
}
//因为子类用另一种方式处理了空字符串的情况,所以不再需要一个可失败构造器,因此子类用一个不可失败构造器代替了父类的可失败构造器。
override init(name: String) {
super.init()
if name.isEmpty {
self.name = "[Untitled]"
} else {
self.name = name
}
}
}
//通常来说我们通过在 init 关键字后添加问号的方式(init?)来定义一个可失败构造器,但你也可以通过在 init 后面添加感叹号的方式来定义一个可失败构造器(init!),该可失败构造器将会构建一个对应类型的隐式解包可选类型的对象。
//你可以在 init? 中代理到 init!,反之亦然。你也可以用 init? 重写 init!,反之亦然。你还可以用 init 代理到 init!,不过,一旦 init! 构造失败,则会触发一个断言。
class UntitledDocument: Document {
override init() {
super.init(name: "[Untitled]")!
}
}
//必要构造器
class SomeClass22 {
required init() {
}
}
class someSubClass: SomeClass22 {
required init() {
}
}
struct ChessBoard {
let boradColors: [Bool] = {
var temporaryBoard: [Bool] = []
var isBlack = false
for i in 1...8 {
for j in 1...8 {
temporaryBoard.append(isBlack)
isBlack = !isBlack
}
}
return temporaryBoard
}()
func squareIsBlackAt(row: Int, column:Int) -> Bool {
return boradColors[(row * 8) + column]
}
}
let board = ChessBoard()
print(board.squareIsBlackAt(row: 0, column: 1))
print(board.squareIsBlackAt(row: 3, column: 0))
第二部分 枚举 ~ 构造过程
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